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Now, that I've completed this amazing set I might as well provide my feedback. As far as the set went it was a most to all a smooth ride meaning I wasn't to frustrated with with set. In fact I had a really great time playing it.

Anyway here's my feedback for levels 1-14

1. Pretty decent key maze level with great aesthetic.

2. I really like the individual small 4 by 4 rooms. I gotta admit when I saw the room with all the colored locks I was a little scared. Turns out that wasn't the case and . All in all, fun level.

3. Also a great level with a nice open space for glider manipulation. The open space is appreciated.

4. Easy and ordinary chip collecting level within a blue maze.

5. I have never seen a brown and purple aesthetic before, at least in the normal TW tileset. Awesome sokoban though.

6. Fun level and cool title.

7. Another fun chip collecting level with kind of a gold mine setting.

8. Brilliant and thoughtful level. Adding recessed walls under some blocks in a sokoban makes the player think more which makes it more interesting. I also had to think for that fireball section since I was a little stumped. In the end, I was able to figure it out with a sense of accomplishment.

9. Awesome aesthetic. Also I am not too obsessed with symmetry like Death the Kid is. Pretty hilarious discovery made by Toadman on Discord.

10. Really fun level and the hint is very well appreciated at the end. Along with a cool blob cloner mechanic.

11. Yet another brilliant level within a somewhat small space. I'll say it again I really enjoy tough puzzles in small spaces.

12. Good level with a lot of blue in it.

13. Fun level with the same concept but a little twist as the player progresses. Ending was a little hard though and I think that only one toggle button is needed while there is too. Probably for aesthetic purposes to keep in line.

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15- Confusing level at first but it's not too bad once you get the gist of it.

16- Although I got this one my first try, this level is somewhat easy to screw up on if you don't keep track of which teleports and recessed walls you step on. When I first saw the title I thought that this was going to be a fast paced level that makes the player go "Whoa".

17- Somewhat crazy beginning but really fun blob dodging level.

18. I really am a big fan of levels that have different puzzle room in which the order doesn't matter too much. This is one of them.

19. Fantastic trap button puzzles into one level. Title reminds me of a song by the band Train.

20. Also a fantastic puzzle chock of recessed walls and block puzzles. I won't forget my dumb oversight of that lower left recessed wall section.

21. I said before and I'll say it again. Brain teaser challenges in small rooms are one of me favorites.

22. Nice unique concept of a "Triple Maze" type of level except this one is more like a square which is also sweet.

23. This level consists of one cool puzzle after another.

24- Awesome aesthetic and awesome block level, I loved it.

25- At first I thought that this was going to be a square cell type of level but it wasn't. Still a good level though.

26- I loved this level, it has an epic start and the puzzles really make you think.

27- Cool forest type level. In real life the title name is a real forest in Japan that has a bad reputation.

37. Interesting level with a unique partial post I've never seen before.

38. Extremely fun chip collecting level with tooth dodging, loved it. Also like the way the thieves act like "bodyguards" too.

39. Simple blue maze.

40. I wish that there were more levels of this concept.

41. Great aesthetic. I would normally rate this level well but the tiny blob section dodging makes it kind of nerve wracking. Personally, I'm terrible with blob dodging but to someone who is an expert of blob dodging shouldn't have a problem with this. If the blob dodging rooms were a little larger or there were gravel this level would've been better.

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43. Okay level. At first I thought this was reminiscent to your "Abandoned Island Resort" from JoshL5. That level was pretty difficult but this one is a lot easier.

44. Yet another level with great puzzles rolled into one.

45. This level somewhat reminds me of your level "Flame Boy Color" from JoshL6. Only difference is this one you have to think of how you're going to progress through. Flame Boy Color lets you roam around once you have an abundance of keys.

46. Great aesthetic level with a simple concept of collecting chips in a maze. Feel's a little bit like "Membrane"

47. Awesome level. Thought it was going to be a hard one based on the title and the solution video on your channel. Turned out to a fun level overall.

48. Another awesome level.

49. Got this level on my first try. Guess I was pretty lucky and got a "777".

52. I really liked this level cause it makes you strategize how to use water under blocks wisely. The 3 out of 4 requirement is well appreciated and I also feel we need more levels with blocks over water like Jeffrey's "Coral Reef."

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57. This level is just hilarious. Just as hilarious as Unmitigated Hint Factory Disaster.

58. Difficult level, I really do not like block checkerboards. Key is to just learn from your mistakes and practice.

59. This has a nice "Force Square" aesthetic at the start and a unique method of creating a nail.

60. Yet another brilliant level with critical thinking required.

61. In my opinion, this was the hardest level in the set for me. This level is chock full of deceptions and some luck was required for some sections. One I can think of is the blue and green lock section mixed with RFF's, I had to restart the level several times in order to unlock the right blue locks. Also, I got stuck in many different places and had to look at the map quite a bit. This garden is more evil though, but nevertheless well crafted level.

62. Reminds me of Gridlock by cybersmack. Somewhat difficult level cause you can screw up some blocks but I like this one. Made me think.

63. Fun level and the safe spots for the bug dodging after the ice section beginning is appreciated.

65. Amazing level and feels like I am playing "Off The Beaten Path" by Jeffrey.

66. I love how this level looks in the editor and I had a really fun time playing this level. The beginning feels like "Tunnel Clearance" from CCLP1.

67. Also an another level that looks awesome in the editor. Pretty simple maze chip collecting level.

68. Fantastic puzzle and glad to bust the level too.

69. Another fantastic puzzle.

70. Great closing level to amazing set.

Thanks Josh for creating this set I had so much fun playing it. There were many levels that were really fun and has a decent mix of easy and difficult levels. I also had a smooth experience playing the set meaning that I had little to no frustration. There are just so many great levels in this set that its hard for me to pick a favorite. My a top three though which are Megalo Tower (60), Master Class (47), and Warehouse of Lost Hopes and Dreams (34). The hardest for me was Midnight in the Garden of Good and Evil (61) and Bloated Biomass (41) which wasn't too difficult but very nerve wracking. All in all, this was an amazing set which is equally great as your JoshL5 and JoshL6 sets. Sad though that this is your true CC1 set. Maybe you can do JCCLP3 if you want to but that's your choice and a suggestion. I might play your upcoming CC2 set "Flareon1" but I more towards CC1. But in conclusion amazing set!

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They're doing good, I really need to keep up with recording them but Ive been super busy with real life and this set's construction. But since this set is out and released, I can focus on recording again!

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It's all right, unfortunately we all get super busy with real life crap but JoshL2 despite being chock full of block pushing is still a nice set. I just wanted to point out how I think of them (not on this thread though).

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I would like to add feedback to the JoshL2 levels even you as you said in your LP you didn't care too much about how people thought about the levels back then. Well, despite the reiterated block pushing levels, I still have fun with this great set. Personally, I don't mind doing extensive block pushing levels as long as there is nothing at the end which is annoying i.e insane monster dodging that causes the player to start over again.

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I was going to start a blind LP of this set but JB beat me to the punch, and I don't want to overload people's video-watching time...so I'll post my comments here as I play levels and read the developer commentary on pieguy's site.

Level 1 (Lock Picker): I'm not sure I've ever seen a Level 1 that can be cooked on the first move (though it's possible to die in Molecule on the first move). Nice little warmup level that forces you to be on your guard early but becomes more lenient later (I finished with 2 spare keys).

Level 2 (Inspection): Pretty simple. Just don't step on the wrong recessed walls. I like how the toggle walls toggle quickly enough for you to go through them all in a row without waiting.

Level 3 (School of Thought): I did see the hint that says you styled this after Madhav, but I wouldn't have been able to tell. I know, Josh, that you and I have both said that our design styles are quite different, and one way is I think you use many more irregular wall patterns in your levels, whereas mine tend to be rectangular. (Part of it is because I tend to lay down the walls for a section before filling it in, which has the drawback of limiting my options and sometimes making my levels feel kind of samey...then again, sometimes I find that the section won't quite fit my original wall plan and it turns out irregular anyways.) The way you used the irregular walls here, they make the solutions not stick out, which is nice. I felt a little clever solving the second section without the flippers...then I ran into the appearing wall when I tried to pick them up "just in case". Well played.

You say that Madhav's set featured "small levels that had one core theme"...that sounds a little like my design style except my levels tend to be large with one core theme.

Level 4 (Fade): I'm not as big a fan of blue walls as Josh is, but this level is scaled down to a moderate size, which is nice. I definitely got what you mean by subverting expectations...my experience was like "3 fake blue walls in a row! " in one place followed by "3 blue walls in a row...so they're all fake, right? Fake, *oof*, real " in another. I did like the loops and the time limit wasn't low enough to be dangerous. And...I think you've given me a blue wall level idea!

Level 5 (Dead Freight): Neat idea! I finished with a mere 9 seconds left...due to spending a while looking for the nonexistent "second usable block" in the maze before directing the first one to the bomb. I see you relaxed your normal avoidance of North and West thin walls; there are some concepts, like this one, that really don't work without them. *coughblockflickingcough* The title fit so well I didn't realize it was a reference.

-----NEWEST BATCH (3/6/2018)-----

Level 6 (Whatchamacallit): Interesting use of nails, and some normally "unfair" elements that aren't really that bad (thieves under blocks, for instance). So far the levels have forced me to be careful, but none have been notably challenging, which is fine as we're still early in the set.

Level 7 (All That Glitters): The name insinuated to me that I needed to avoid the yellow keys, which I did...until I saw that the exit was RIGHT THERE and I didn't need to be worried at all. I still avoided them just cause...and then I saw that I couldn't get into the southwest without picking some up. Ah, well. Definitely a more interesting maze to play casually if you go without, but would be interesting to optimize if you do use the keys.

Level 8 (Trick or Trap): Excellent, hit the first real challenge of the set for me! The bottom half of this level was a well-built, devious puzzle with a strict order of moving the blocks around. It was much harder than it looked at first and kept me occupied for quite some time. The top half, by contrast, had a ludicrously simple solution. Took me a little while to find it, though.

Level 9 (Discotheque): A nice cooldown after the challenge of Level 8. The extra chip drew my attention to the exit; I might not have found it right away otherwise.

Level 10 (Dip Your Hand in Felony): What a strange title...after Level 5, I expected it to be another Breaking Bad reference, but apparently not. I cooked the level early on because I didn't realize soon enough that you can't get a block inside the passage that leads to the teleports while a block is on the lower trap button...you have to start a block into that passage, then hold down the button...that's a bit hard to foresee. Also, I managed to conserve a recessed wall in the bottom-right section. The trapped balls in the recessed wall/block section were a neat aesthetic even if they don't signify anything. All in all, it's a decent variety level. (That's one of the other big differences in design styles between Josh and me--he frequently makes variety levels with no gameplay theme whereas I find it quite difficult to build a level without first choosing a theme to guide my decisions.)

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26: There are some really fun tank puzzles here. The starting sokoban, and the final room, are my favourites.

28: It's a decent level; I especially like the tank room.

29: A clever puzzle, surprisingly hard.

36: It took me a while to figure out that I didn't need to hold down the trap buttons It's a fun sokoban.

37: This level was surprisingly hard, but it was fun; I especially like the tank room.

38:

39: Decent blue wall maze.

40: There are some clever puzzles here. It's a decent itemswapper.

41: I love the blobs on fire and the recessed walls. Really nice level.

42: This was a decent maze, and quite hard I think.

43: The blank hint tiles slightly annoys me. However, I really liked this level, and I agree with Miika that it is your best Walls of CCLP4 contest entry.

45: Really fun key level

46: Really good-looking maze concept; surprisingly hard.

47: My favourite rooms are the toggle/block room (nice use of ice under a block) and the pink ball room.

48: There are some really fun puzzles here.

49: This is an awesome compressed level, and I like the pointless chips and socket, as well as those sevens only visible in the editor and the 77 time limit.

50: I have already seen several levels using this concept, but this is one of my favourites.

51: Yeah...the title IS disturbing...it's a fun ice maze though.

52: Really fun puzzles. This is the type of level, however, that would work better in CC2 with bonus flags.

53: At first I misread the title as "Paranoia Ranch". I'll probably use that title. Anyway, this was a fun level, and it had some nice puzzles. However, it is not necessary to press the tank button; is this a bust?

54: Nice level with a strict time limit; I especially like the teeth, walker and partial post sections.

55: A really fun level.

56: One of my favourite levels so far in the set. Very creative use of teeths.

57: Better than Unmitigated Hint Factory Disaster.

59: There are some fun puzzles here, but I'm not a fan of the glider/fireball room at the end, it's easy to cook and at the very end.

60: A really creative puzzle. One of the best levels in the set. However, I managed to solve the level without using the recessed wall at (14,28).

62: This was a nice twist on the original concept, and I like how some blocks need to be pushed into water.

64: Decent pink ball level. I'm not really a fan of the skate trick at the end though.

65: Really clever awesome trick to solve.

67: A really amazing level, the title is very appropriate, and the ending block puzzles are very clever.

I haven't solved the other levels yet, but I will leave feedback on them once I have

1

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53: At first I misread the title as "Paranoia Ranch". I'll probably use that title. Anyway, this was a fun level, and it had some nice puzzles. However, it is not necessary to press the tank button; is this a bust?

The pink ball used to be a tank but somehow I forgot to make it a tank again not a bust, just another oversight. I've updated the set to fix this. Thanks for pointing it out!

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44: The sokoban that has to be done twice is my favourite part of the level. However, I'm not a fan of the use of traps in the top part of the level, especially since, unlike for the fireball room, the hint doesn't explain their wiring.

53: The bust appears fixed now

58: I found the suction boot room to be rather frustrating, but the rest of the level was very creative, nice uses of thieves.

61: Really fun puzzles, especially the recessed wall section and everything after the trap. Those pink balls on invisible walls are awesome.

63: Awesome level. All rooms are great in their own way.

66: It is an interesting use of locks, and some of the puzzles are really fun. I especially liked what came after the sockets.

68: Really hard level, but very fun and rewarding. The puzzles are really clever, and I like how one needs to venture outside the box to solve it.

69: Really hard level, but also very fun.

70: It's a very fun level. It's been a while since I played any of the other Flareon levels, so I can't really compare it